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Legendary Legionnaire 3 – Food Massacre | Post Mortem

Posted by (twitter: @bananafourlife)
Wednesday, December 14th, 2016 8:00 pm

Hey fellow gamedevs,

We are a team of german students that participated the fifth time now. We name ourselfs “Banana4Life” and have developed the game “Legendary Legionnaire 3 – Food Massacre“. It was really fun to develop a successor to our last two ludum dare entries that was totally different in terms of gameplay, but takes place in the same universe, where a legionnaire tries to kill the alien overlords.

You can rate and play our game here: Legendary Legionnaire 3 – Food Massacre

You can find our last two games for the full experience here:

But now lets get to the post-mortem. Some circumstances led to us being 7 people this ludum dare. Two up from the five last time. Surprisingly this did not lead to much more confusion and some work that would always be done in the last hour (like UIs) were worked on earlier. All in all the many people were a good thing and the single person could concentrate better on their task.

After our first steps with Unity and C# last time we used it this time too, however this time we really encountered problems with it. After we did version control with git for some hours in the first day, we switched to Unity collaboration which did all the merging that had to be done for each pull, but also led to loss of data especially in the scene. We generated the whole map in a script, however the UI constantly lost parameter assignments after pulling from Unity Collab. This was really annoying and we want to have a solution for this problem the next ludum dare. Maybe we will even try something new in regards to the engine next time.

As we always try to make the ludum dare more interesting by trying out new stuff, we got our hand dirty with 3D this time. Nobody in the team has created 3D models or code for a 3D game before so we sticked with voxel models as you see it in the picture up top. This proved to be a good decision, because I (Jonas) as the artist for the last game always did pixel art before and could transfer my skills to the third dimension. The game logic as we did a restaurant management game with a top down perspective was two dimensional.

For the 3D modelling we used MagicaVoxel which is a great tool for voxel art and from the twitter of the creator will probably be perfect after the next update. Before the jam our idea was to rig the models and create the animations ourself, but Niko did decide to use the auto-rigger Adobe’s Mixamo. The animations look great even on the voxel model. This leads into the biggest pain point of this ludum dare. We rewrote our movement code three times and did not even work in the end. In the first iteration, the logic was separated from the animations, but the animations did not really work for some reason. The second iteration made heavy use of the animation state machine, however we found that the animation state machine did not really work as expected. Triggers did not trigger at the right time and somehow we could not retrieve if the state machine was currently in a transition. The third time we used the root motion of the animations, which were however for the running animation not straight and introduced their own set of problems. Nobody was satisfied with the movement in the end, however we just focused on the gameplay on the last day and submitted a game which was good.

41477-shot2-1481596666
(The particle system of Unity works great.)

A small degradation to last time was that the same setup for the streaming did not work and we completely dropped streaming for the first and last day, whereas we streamed all three days with a cool setup last time.

What went right?

  • We expanded the story of our legionnaire.
  • The game is playable and the idea still seems fun.
  • We were really productive and learned a lot.
  • Due to the many people in the team I could focus on graphics entirely, which lead to cool models and particle effects.
  • We implemented the hardest parts first (for example pathfinding) and after that connected all lose ends to a cool game.
  • Almost all planed features went into the final release.
  • We slept a reasonable amount of time.

As you see the most important parts went right and I think we did a pretty good job developing the game, however a few crucial things went wrong.

What went wrong?

  • We thought the theme wasn’t really that great. People please don’t vote these restrictive and uncreative themes.
  • The movement code and animations is where everything went wrong. It was the core feature and did not work until the very end where it was the least shitty. This also delayed all the features of the game to the last day.
  • Version control

What we want to do better?

  • Have a better theme. ūüėõ
  • Learn how to write movement code.
  • Solve the version control problem.

I hoped you liked my writeup and visit our website for more of our games. Greetings,

Jonas
Team Banana4Life

P.S.: Play and rate our game please.

We finally have a youtube trailer

Posted by (twitter: @bananafourlife)
Monday, December 21st, 2015 5:30 pm

Our best video producer has proven worthy of his craftsmanship and created this wonderful video:

I think it is really good. What do you think? Write it in the comments and play our game: Legendary Legionnaire Massacre 2

– Jonas

Hey fellow gamedevs,

We are a team of five german students. We name ourselfs “Banana4Life” and have developed the game “Legendary Legionnaire Massacre 2 – The Empire Strikes Back” for the fourth ludum dare we took part in. It was really fun to develop a successor to our last ludum dare game.

You can rate and play our game here: Legendary Legionnaire Massacre 2 – The Empire Strikes Back

image_2015-12-15_03-51-04

But now lets get to the post-mortem. This time we used Unity for the first time. Nobody from our team had use experience in neither Unity nor C#. Still I think we did pretty good and had apart from some problems regarding Unity in combination with git. The scenes saved in Unity tend to conflict very often even in character based meta data format. Just in the last half hour I (Jonas) had to reset the scene file an was under much stress to get the menus finished. Using C# was okay. We all have some to a lot of experience in Java and other programming languages and C# is not really exotic. Thus, the language worked pretty good for us, even though we do not like it a lot.

In the end we came to the conclusion that even though we do not love Unity in combination with C#, because both have their little problems, we will probably choose it the next time too. Just Unity can save such a hugh chunk of time that the rest is worth it in comparison with LibGDX on Java. Pathfinding, collisions, physics and UI are a pain if you quickly need them and have no knowledge of other libraries, so Unity is a big step up in that regard.

For the art I used the same tools as last time (GraphicsGale for pixel art and Photoshop for bigger work) and was really satisfied with them. They work great together, but I had to facepalm when I discovered that you could export .png files with alphachannel in GraphicsGale, because it would have saved me a lot of time. Now lets get to the good and bad before we conclude the article.

What went right?

  • We now have some kind of franchise ūüėÄ
  • The game was playable and apparently fun to play.
  • We all met up at one place and were really productive.
  • We developed a cool idea and could reuse some of our art and sound from last time.
  • The graphics were developed steadily parallel to the code and thus weren’t a product of the last minute.
  • We implemented the hardest parts first (for example pathfinding) and after that connected all lose ends to a cool game.
  • We had a lot of features that we wanted to implement, but cut the right features at the right time.
  • We slept a reasonable amount of time (and weren’t completely destroyed after the weekend) (I went to work the next day and was completely destroyed).

As you see the most important parts went right and I think we did a pretty good job developing the game this time. But we had some small problems anyway.

What went wrong?

  • We didn’t have the final idea from the beginning on and had a hard time with the theme/s. Especially the two button controls theme was as bad as the entire game on one screen theme. People please don’t vote these restrictive and uncreative themes.
  • There were a few graphical features I wanted to implement, like random props(snow, forests, …), that I did not have time for.
  • Not all of us could work on the game for the whole three days, because they had other stuff.
  • The rendering of the river could have been solved better.

Most of the “What went wrong?” stuff could be solved with more time and thus I think we did a great job.

What we want to do better?

  • Maybe even cooler idea

I hoped you liked our short writeup. Greetings,

Team Banana4Life

P.S.: Play and rate our game please.

My first own song

Posted by (twitter: @bananafourlife)
Tuesday, December 15th, 2015 5:33 pm

Hey Guys,

for our game i tried something new and wrote my first own song.
I played the piano and sang the lyrics.

You could hear it if you win our game:
Legendary Legionnaire Massacre 2

Or on Soundcloud

Please rate our game and if you want you could give me feedback for my song. Thanks!

Greetings form Germany
Katharina

Things are starting to work

Posted by (twitter: @bananafourlife)
Sunday, December 13th, 2015 7:23 pm

Hey guys,

after two days i finally have something to show.
Ludumdare

It’s the first time we are working with unity.

Mostly I have finished the music part.

Also I have written a song with lyrics for the credits but at the moment I’am not totally happy with it. And don’t like to publish it.
Maybe I’ll work tomorrow again on it.

We are live now:
http://www.twitch.tv/bananafourlife

Have fun!
Greetings from Germany :)
Katharina

Finally we have an idea

Posted by (twitter: @bananafourlife)
Saturday, December 12th, 2015 5:05 am

Hi Guys,

we are a group from germany. It’s 11 AM here. After 1 1/2 hours of¬†discussion we have a basic idea.

We will stream our whole progress: http://www.twitch.tv/bananafourlife

I’ll keep you up to date.

Greetings from Germany!
Katharina

 

Legendary Legionnaire Winter Massacre – Post-Mortem

Posted by (twitter: @bananafourlife)
Friday, December 12th, 2014 5:27 pm

Hey fellow gamedevs,

We are a team of four german students. We name ourselfs “Banana4Life” and have developed the game “Legendary Legionnaire Winter Massacre” for the third ludum dare we took part in. I (Jonas) made a quick LetsPlay of it here:

You can rate and play our game here: Legendary Legionnaire Winter Massacre

But now lets get to the post-mortem. Like last time we didn’t have huge problems and got even more stuff done than last time. But lets start with what went right.

What went right?

  • The game was playable and apparently fun to play.
  • We all met up at one place and were really productive.
  • We developed a cool idea during the game. Things like unicorns and aliens were spontaneous ideas.
  • The graphics were developed steadily parallel to the code and thus weren’t a product of the last minute.
  • We implemented our core gameplay first and after that improved upon it.
  • We partly had a lot of features that we wanted to implement, but cut the right features at the right time.
  • We slept a reasonable amount of time (and weren’t completely destroyed after the weekend).

As you see the most important parts went right and I think we did a pretty good job developing the game this time. But we had some small problems anyway.

What went wrong?

  • We didn’t have the final idea from the beginning on and had a hard time with the theme.
  • There were a few graphical features I wanted to implement, like random props(grass, stones, …), that I did not have time for.
  • Not all of us could work on the game¬† for the whole third day, because they had to go to university.
  • The rendering of the walls and floor tiles could have been solved better.

Most of the “What went wrong?” stuff could be solved with more time and maybe some more structured code on my side rendering the wall and floor tiles. (But it worked anyway)

What we want to do better?

  • Think a bit more before writing code. (maybe, maybe not)

So I think we have an action plan for the next time.

  1. Try long enough to come up with a good idea.
  2. Make the game.
  3. Play more games.
  4. Enjoy the internet fame.

I hoped you liked our short writeup. Greetings,

Team Banana4Life

P.S.: Play and rate our game please.

Sound in progress

Posted by (twitter: @bananafourlife)
Monday, December 8th, 2014 3:23 pm

Hey guys,

5 hours left and I am streaming how I create the sounds for our game.

http://www.twitch.tv/bananafourlife

What sound does an unicorn make if it dies :/ ūüėÄ

Greetings!

Have lot of fun with a pink unicorn xD

Posted by (twitter: @bananafourlife)
Sunday, December 7th, 2014 4:27 pm

Music finally finished!

Posted by (twitter: @bananafourlife)
Sunday, December 7th, 2014 3:18 pm

Hey Guys,

I am really desperate. Could someone tell me why I have in one post a cool media inclusion and in the next it won’t work.
That’s really really annoying. :(

This time it was a challenge for me to create music which fits in the theme.

But finally I am finished!

https://soundcloud.com/rahtainka/legendary-legionnaire-winter

Now I will focusing on the sounds and maybe stream a little bit.

Our stream: http://www.twitch.tv/bananafourlife

Greetings!

Work in progress…

Posted by (twitter: @bananafourlife)
Sunday, December 7th, 2014 8:18 am

Hey Guys,

here an update.

Our game has an name: Legendary Legionnaire Winter Massacre

Story: “A legionnaire had build a snowman.
Suddenly aliens destroy it.
Take your revenge!”

You could hear the beta musicversion on our stream: http://www.twitch.tv/bananafourlife

Previous screenshots:

image_2014-12-07_16-16-12

bild

Greetings :)

 

Day 2

Posted by (twitter: @bananafourlife)
Sunday, December 7th, 2014 4:02 am

Hey guys,

we are back and our stream is online: http://www.twitch.tv/bananafourlife !

Greetings form Germany,

Team Banana4life

Music snippet

Posted by (twitter: @bananafourlife)
Saturday, December 6th, 2014 1:35 pm

First snippet of music but i think i couldn’t use it… sadly :(

But it doesn’t fit to our theme.

Next try…

Live Stream: http://www.twitch.tv/bananafourlife

Team Banana4Life is in!

Posted by (twitter: @bananafourlife)
Saturday, December 6th, 2014 8:58 am

Hey guys,

We are four students from Germany. It’s the third time we join the contest. Our last game at Ludum Dare 30 was Disconnect: http://ludumdare.com/compo/ludum-dare-30/?action=preview&uid=41477 ¬†. This time we will use following tools and technologies:

Programming Language / Engine: Java / libgdx

IDE: IntelliJ

Version Control / GUI: git / SmartGit

Graphics: Photoshop

Sound: Garageband

Streaming: OBS

Our stream will be in german language. You can find it at http://www.twitch.tv/bananafourlife . We have a shared twitter account https://twitter.com/bananafourlife where we will post when we will stream. Just follow us to see the hottest news about our streams.

photo_2014-12-06_16-48-59

Have a nice Ludum Dare 31,

Team Banana4Life

Disconnect – Post-Mortem

Posted by (twitter: @bananafourlife)
Friday, August 29th, 2014 3:22 pm

Hey fellow gamedevs,

We are a team of four german students. We name ourselfs “Banana4Life” and have developed the¬†game “Disconnect” for the second ludum dare we took part in. I (Jonas) made a quick LetsPlay of it here:

You can rate and play our game here: Disconnect

But now lets get to the post-mortem. We didn’t have huge problems this time, after we spend half of the time developing a game that we threw away and started over last time. But lets start with what went right.

What went right?

  • The game was playable and apparently fun to play.
  • We had a cool idea from the start up and didn’t change it later on.
  • The graphics and music / sounds were developed steadily parallel to the code and thus weren’t a product of the last minute.
  • We implemented our core gameplay first and after that improved upon it.
  • We partly had a lot of features that we wanted to implement, but we cut the right features.
  • We slept a reasonable amount of time and weren’t completely destroyed after the weekend.

As you see the most important parts went right and I think we did a pretty good job developing the game this time. But we had some small problems anyway.

What went wrong?

  • We spent a lot of time working on collision detecting fixing it over and over but it never really worked.
  • At the end time ran out and the one level we had is¬†pretty short.
  • One of our developers worked remote and wasn’t in one room with the other people which made communication harder.
  • Not all of us could work on the game on the third day, because they had to go to work.
  • The rendering of the walls could have been solved better.
  • Again the collisions were really annoying. Especially with syncing the player positions.
  • We didn’t play enough games

Most of the “What went wrong?” stuff could be solved with more time and maybe some more structured code on my side rendering the walls. (But it worked anyway)

What we want to do better?

  • Meet up all in one location
  • Maybe implement a little framework for the collisions or use an existing framework, because that would be a huge timesaver.
  • Take a day off the next day so everybody can work on the game the whole time.
  • Think a bit more before writing code. (maybe, maybe not)
  • Play more games

So I think we have an action plan for the next time.

  1. Prep a bit more by chosing a physics framework or something like this
  2. Try long enough to come up with a good idea. (Like we did this time)
  3. Make the game.
  4. Play more games.
  5. Enjoy the internet fame.

I hoped you liked our short writeup. Greetings,

Team Banana4Life

P.S.: Play and rate our game please.

Ludum Dare 30 – Disconnect

Posted by (twitter: @bananafourlife)
Monday, August 25th, 2014 5:55 pm

Hey guys,

We are a german team consisting of 4 members. We just submitted our game “Disconnect”.

screenGame3

You play two players that are in two different worlds, but were connected by evil scientists. Now they can only move when the other person can move too. They only have a disconnector that allows them to wander around independently for a short time before the energy goes out. You need to find the endless powersource, developed in the same lab, to be able to disconnect and free the two forever. But be aware of the guards walking around. 

I (Jonas) made a short made a playthrough of our game for you to watch:

https://www.youtube.com/watch?v=-To3KiIhNrA&feature=youtu.be

Have fun with our entry, 
Team Banana4Life 

screenshotCredits

Twitter: @bananafourlife

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